Add new assets and implement minimap functionality
- Added new image assets for game over screens: `game_over_dead_bg.png`, `game_over_victory_bg.png`, and their respective Aseprite files. - Introduced a new `Minimap` class to manage torch placement and rendering on the minimap. - Implemented methods for adding and removing torches, updating the grid area, and drawing the minimap based on the current state of the game. - Enhanced the minimap display with color coding for walls, empty spaces, and torches.
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@@ -1,6 +1,7 @@
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require_relative "inventory"
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require_relative "health"
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require_relative "logs"
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require_relative "minimap"
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class HUDLayer
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def initialize
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@@ -9,6 +10,9 @@ class HUDLayer
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@inventory = Inventory.new
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@health = HealthBar.new(100)
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@logs = GameLogger.new
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@minimap = Minimap.new
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@direction_sprite = Gosu::Image.new("assets/images/direction.png", retro: true)
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$bus.on(:enemy_attack) do |damage|
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@health.take_damage(damage)
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@@ -26,6 +30,19 @@ class HUDLayer
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@health.draw
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@logs.draw
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player_x, player_y = $bus.get(:player_position) || [0, 0]
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tile_x = ((player_x - 90) / 120).round
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tile_y = ((player_y - 90) / 120).round
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center_x = tile_x * 2 + 1
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center_y = tile_y * 2 + 1
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@minimap.draw(center_x, center_y)
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if $bus.get(:radar_triangulation?, player_x, player_y)
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exit_x, exit_y = $bus.get(:exit_room_coords) || [0, 0]
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angle_to_exit = Math.atan2(exit_y - tile_x, exit_x - tile_y) * 180 / Math::PI
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@direction_sprite.draw_rot(SCREEN_SIZE[0] / 2, SCREEN_SIZE[1] / 2, Float::INFINITY, angle_to_exit, 0.5, 0.5, 5, 5)
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end
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@hud_fg.draw(0, 0, Float::INFINITY)
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end
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